Very often it turns out that there are dps who have an item level of 30.000-45.000. And it’s clear that they can’t do anything, because in Advanced Dungeons Queue, where the mechanics are sharpened for damage (for example, the first and second bosses in Castle Ravenloft, the second boss in Tomb Of The Nine Gods, the first boss in Lair Of The Mad Mage, etc. ). Raise the minimum item level to 50.000, this will be an adequate solution to the problem. For 20.000-40.000 item level there is Dungeon Queue. And now you are forcing those who have already dressed up to 70.000-80.000 item level to waste time and babysit those who have 30.000-40.000 item level. For example, I didn’t donate a lot of money for this, in order to quickly raise the item to the level.
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Just go to PE and form a team by yourself.
Furthermore, 50k can easily be a char fresh out of leveling with seals of the north gear and Assassin set. No mythic art, no mount power, no mythic companion. Just a few cheap and pointless enchantments out of AH and a mess of the cheapest purple companions. Pointless 1500+ IL rings, shirts and pants are nowadays under 1k AD, so pretty affordable too.
Yes, it is 50k+, but still completely useless. (be glad that those are at least lvl20 chars with all powers at their disposal)
However, there is some relation to item level as players with higher values tend to also have better builds. And that's where the more elegant approach comes into play. Neverwinter's gear progression looks something like this:
- First Item: You get way too few stats in very rare cases
- Second Item: +5% Action Point Gain after killing an Abyssal Chicken
- Third Items: You get 3% to all your percentages when all your stats can be divided by 7
- Fourth Item: Every once in a blue moon a creature will spawn that pretends to be fighting for you but doesn't actually deal damage
- Fifth Item: Whenever you heal a player or damage a target for more than 10% of your Hit Points you get +1.5% to Critical Strike and Critical Severity. This effect stacks up to 5 times.
That's exaggerated, of course, but you really only start your build with the current endgame / bis items. Everything you can realistically get before that is trash or close to. I'm not sure why you can't gradually work towards you build at very early item levels. There should be items with lesser versions of Ruthless Advantage / Might etc. that give 0.25%, 0.5%, and 0.75% to stats. You know just like Enchantments where you can very early get the basic version and gradually upgrade towards your final build.
You can still have bad performers in the queue, but at least players would have a shot at sporting an actual build instead of just items that give them the best item levels.
The thing is, IL (even if we put aside the caps) is about the base damage and base HP. 25k versus 50k, that is 2x improvement. But by having good bonuses/stats, the multipliers have no problem to outweigh that difference. It does not take much mind bending to come up with builds where a 25k IL guy performs better than the 50k one.
But we are really in the age of high IL gear pieces with worthless benefits. Therefor, IL has no purpose for determining your capability to run any content. Entitlement, yes. Ability, no.
Sure you can form your own group, but the game mechanics are there to promote random runs with random players.
I don't tend to run RADQ these days as its all about the bosses.
Its easy to waste 30 minutes to get to a boss that you cant defeat due to whatever reason.
If someone else happens to get the arrows they should run to the tank and swap it back by standing with them for a moment then moving away, not to the doorway, not to other people, not around in circles like a headless chicken in a panic because u will die for sure that way and falling rocks will stop anyone else reviving you, you run directly to the tank who is hopefully standing and waiting near the worm. You run to them and stand there until the arrows stop flashing then move away, they should then go onto the tank, but if the arrows follow you, you go back to the tank again and keep doing it until the aggro stays with the tank, after which it's a piece of cake to get through as long as the healer is doing their job. Sometimes (not often but sometimes) the aggro stays with the other person and refuses to go back to the tank, in which case you just stay with the tank and share the damage.
I've done LoMM a million times from start to end as healer and now recently started doing it as tank as well, the worm can be very smooth and easy if you do it right. It also needs good dps so it doesn't take so long u get the third phase and more golems which hit like trucks. But if the tank has good aggro they can run around and grab all (most) of the golems together and keep them busy while the dps get rid of them, and leave one for the worm, because if the worm doesn't kill one of them you do get the third phase.
Unless you dodge one tick of damage and shed the arrows at the door, you die. If you share the damage with someone, healer will just smile at you and you both die to a stalactite.
The mechanics requires either guaranteed land on the aggro holder - with the tank somehow retaining the aggro on the worm through the intermezzo, or a significant reduction of the falling rock damage to be "RQ" passable.
For RQ, it is a broken mechanics. From history point of view, it is a broken mechanics, because it worked before. For a new guy? It is not even a mechanics, just a mess. From the Neverwinter mechanics perspective, it is broken too, because "hyppo" always asks you to group up - an it is a wipe if you do it here.
Cradle has a number of specific mechanics which need to be done correctly or it will fail.
Like the discussion above about the Bore Worm all mechanics can be "learnt" but that takes effort and communication.
Admittedly Cradle mechanics [hit the skull, drag the cubes] are child's play mostly but the push pull still kills me sometimes due to lag etc
https://youtu.be/9qHHBza3v9E
I think Fritz was right though, they tend to make these to damn hard at times. It wouldn't hurt to soften them a little, it wouldn't keep people from spending for better gear or whatever at all.
Aggro/tanking companions are only useful (in my own experience) when you're soloing a ranged class (so doing quests on your own more or less on an open map with no-one else around you) and want to stay back at a distance and your companion runs up to the mobs and distracts them early so they don't really know you're there until they're already engaged and latched onto the companion and you can then hit them from a distance while the companion keeps them away. I remember I used a man-at-arms companion a long while ago to pretty good success for this. He immediately ran up straight away a long distance and kept them busy for me while I hit them. I also saw my Mystagogue a while ago aggro mobs and have them ignore me (he has good aggro) and I think others can also do a good job. But that's in solo content with no other players around to muddy the waters. As far as I know, there are no tanking/aggro companions who can compete with the aggro generated in full parties, especially a live tank and this would be for a reason, you wouldn't want that happening, otherwise there would be a tug of war for the aggro between the tank and companion/s and it would drive the real players mad and make it very hard to control the mobs.
Re the hud stuff, sounds like your screen resolution is different from mine and things are larger? I never made the boxes smaller, only shoved the top ones in the middle of the screen out of the way, but I left the boss health one there where it was. If mine look a lot smaller than yours it's likely your screen resolution is different, you can play around with that in graphics settings in the game I think, or if no luck there, try your main display resolution settings and make it larger, so as an example, 800 X 600 would have very large font and icons, but 1970 X 1800 (or whatever it is) would make everything smaller on the screen. I'm getting the feeling that would be your issue and not so much moving them around in hud edit mode.
Gear, I just started making this tank so got the dragon stuff from the seal vendor, and I'm now working on getting the dragon hunt gear from ancients, but I'm using the tank to gear-up my dps and healer first as he gets the quickest queues and the most runs so I have a long way to go before this tank is geared up properly. I know what you mean about the trade-off in stats - IL, I have often stuck with lower IL gear because the stats or bonuses were better than the higher stuff, ur not alone there.